Rasputin
Beta- Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
- Avoid: Treating the super-heal as a license to push
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Rasputin Community Stats
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Rasputin Community Stats
Record History
Playstyle
Overview
Rasputin is a Tier V Soviet battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best high-arc AP shells in T5 BBs (27.5°) and top-decile sensitive AP fuse in T5 BBs (51 mm).
Positioning
Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.
Potato Avoidance
Treating the super-heal as a license to push
The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.
Signature Traits
Repair Party heals 1.25%/s, best of T5 BBs. Restores more HP per active second than peers.
30.0 mm bow, best of T5 BBs. Harder for same-tier guns to overmatch.
400.0 mm citadel belt, best of T5 BBs. Citadels through angle are rare.
27.5° impact angle at max range, best of T5 BBs. Lobs over island cover.
~42.0 s to 90% of top speed, worst of T5 BBs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.
15.4 km main battery reach, bottom decile of T5 BBs. Outranged by peers; close distance or lean on terrain.
How to get Rasputin
Rasputin is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.
Best listed chance for this ship
-
Halloween '25 crate
1.5%
Tier V Premium ship
Event containers · Halloween '25 crate · 1 of 2 ships
Official WG availability sources
- Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
- Darkness & Light: a tale of two Halloween events Event/store source Start: 2021-10-01 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
Show direct source rows
- Halloween '25 crate 1.5% · Tier V Premium ship
Builds Beta
Prioritize battleship accuracy, survivability, and reload/repair value. Build around your best national battleship commander, then add inspirations that improve dispersion, shell grouping, or tanking uptime.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Rasputin sits among Tier V BBs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 17 mid-pack stats
Not standouts for Rasputin -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartƒ
Shell grouping (sigma); shown in-game as Shell Grouping.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4.5 deg/s traverse speed = 40 s.ƒ
12 broadside guns x 60 / 30 s base reload = 24.HE shells
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51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).ƒ
4,500 HE damage x 12 broadside guns = 54,000.ƒ
54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.ƒ
12 HE shells x 60 / 30 s reload x 33% fire chance = 7.92.AP shells
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floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 381.1 m/s: .ƒ
8,600 AP damage x 12 broadside guns = 103,200.ƒ
103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.75) + (4×3.5×0.7) = 12. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Far 1 + Near 4 = 5ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
5.25 km × 57 + 30 = 329.2 m.ƒ
Time to accelerate from 0 kt to 90% of top speed (22.5 kt of 25). Numerical integration of the WoWS engine model with the inputs decoded for this ship: ; ; piecewise acceleration ; the engine ramps over . Euler step until . The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.ƒ
Time to accelerate from 0 kt to 99% of top speed (24.8 kt of 25). Same integration as the 0-90% row, read where . 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at , so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
Damage Control Party3 charges · 30 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 1.25% heal per second · 25% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost
See all derived stats
Show
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All values are ship base stats with modifications and upgrade changes denoted inline.
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Shell grouping (sigma); shown in-game as Shell Grouping.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15400}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 214\,\text{m}$Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 214 \cdot 0.6 = 128.4\,\text{m}$50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 214 \cdot 0.332\;(\sigma = 1.9) = 71\,\text{m}$50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 128.4 \cdot 0.332\;(\sigma = 1.9) = 42.6\,\text{m}$Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2627 \cdot 470.9^{0.69} \cdot 0.305^{-1.07} \cdot 762^{1.38} = 620.4\,\text{mm}$. Matches the in-game spec card.Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 381.1 m/s: $P = 10^{-7}\cdot 2627 \cdot 470.9^{0.69} \cdot 0.305^{-1.07} \cdot 381.1^{1.38} = 238.5\,\text{mm}$.51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 12 barrels bear on the broadside.180 degrees / 4.5 deg/s traverse speed = 40 s.4,500 HE damage x 12 broadside guns = 54,000.8,600 AP damage x 12 broadside guns = 103,200.54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.12 broadside guns x 60 / 30 s base reload = 24.12 HE shells x 60 / 30 s reload x 33% fire chance = 7.92.AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.75) + (4×3.5×0.7) = 12. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.5.25 km × 57 + 30 = 329.2 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 20×1 130 mm (10/side) × 60/8 × 1900 = 142,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 22 mm from the 130 mm family.Armor Beta
Hull HP 46,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the ballistics tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm primary (range 25–200 mm) | 2,100 (5% of HP) | Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 100 mm primary (range 16–300 mm) | 34,900 (75% of HP) | No common caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 25 mm primary (range 25–200 mm) | 1,600 (3% of HP) | Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 270 mm primary (range 25–400 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 6 mm primary (range 6–400 mm) | 200 (0% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 23,300 magazine HP | Magazine detonation1–30% chance · below ~75% HP | Per-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster. |
| Secondary mount (130 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (63 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 14,000 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
3D armor viewer
Acceleration and Ballistics Chart
Balance History
Balance updates affecting Rasputin. Cards are condensed; use each source link for full context.
Halloween Update: Misty Voyage
- Secondary battery firing range increased from 4 to 5.25 km.
- Secondary battery reload time reduced from 12 to 8 seconds.
- Armor buff:
- Bow and stern armor plating increased from 19 to 25 mm.
- Torpedo bulge armor plating increased from 25 to 32 mm.
- Casemate armor increased from 75 to 100 mm.
- Citadel side armor increased from 13 to 32 mm.
- Superstructure plating thickness increased from 13 to 16 mm.
Skins & permanent camouflages
Every custom exterior Rasputin can equip, from in-game data.
DefaultThe ship’s standard exterior- HalloweenNikolay I RasputinHalloween
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
